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[I] List of Armory Upgrades

Forum Index > StarCraft 2 HotS
Post a Reply
socal50
Profile Joined July 2010
United States93 Posts
Last Edited: 2010-07-31 09:48:10
July 28 2010 20:30 GMT
#1
not quite complete yet since im not done with campaign yet, so feel free to help contribute and finish this

BASE
+ Show Spoiler +

Bunker
- Projectile Accelerator
::: Bunkered units gain +1 range
- Neosteel Bunker
::: Bunkers gain 2 additional slots

Missile Turret
- Titanium Housing
::: Missile Turrets gain +75 life
- Hellstorm Batteries
::: Missile Turrets gain a second attack
::: Second attack does area damage

SCV
- Advanced Construction
::: Multiple SCVs can build a structure
::: Each additional SCV reduces build time
::: Building cost remains the same
- Dual-Fusion Welders
::: SCVs repair twice as fast

Terran Building
- Fire-Suppression System
::: All structures repair themselves to 50% life
::: All structures fires are automatically put out


INFANTRY
+ Show Spoiler +

Marine
- Stimpacks
::: Grants the Stimpack ability
::: Effect: Marine takes 10 damage, fires and moves 50% faster
::: Duration: 15 seconds
- Combat Shield
::: Marines gain +10 life

Medic
- Advanced Medic Facilities
::: Medics no longer require the Tech Lab add-on
- Stabilizer Medpacks
::: Medics heal targets 25% faster
::: Medics use 33% less energy per heal

Firebat
- Incinerator Gauntlets
::: Firebats gain a 40% larger area attack
- Juggernaut Plating
::: Firebats gain +2 armor

Marauder
- Concussive Shells
::: Marauder attack slows all units in a target area
- Kinetic Foam
:::Marauders gain +25 life

Reaper
- U-238 Rounds
::: Reapers gain +1 range
::: Reapers do an additional +3 damage to light armor
- G-4 Clusterbomb
::: Anti-personnel charge with a large blast radius
::: Ejects smaller payloads in a radius for increased damage


VEHICLES
+ Show Spoiler +

Hellion
- Twin-Linked Flamethrower
::: Doubles width of the Hellion's flame attack
- Thermite Filaments
::: Hellions do an additional +10 damage to light armor

Vulture
- Cerberus Mine
::: Increases mine blast radius by 33%
::: Increases mine trigger radius by 33%
- Replenishable Magazine
::: Allows Vultures to replenish mines in the field
::: Mine cost: 15 minerals

Goliath
- Multi-Lock Weapons System
::: Goliath can fire both weapons simultaneously
- Ares-Class Targeting System
::: Goliaths gain +3 missile range
::: Goliaths gain +1 cannon range

Diamondback
- Tri-Lithium Power Cell
::: Diamondbacks gain +1 range
- Shaped Hull
::: Diamondbacks gain +50 life

Siege Tank
- Maelstrom Rounds
::: Siege Tanks do +40 damage to primary target
::: Splash damage remains the same
- Shaped Blast
::: Shock Cannon does 75% less damage to friendly units


STARSHIPS
+ Show Spoiler +

Medivac
- Rapid Deployment Tube
::: Medivacs deploy loaded troops almost instantly
- Advanced Healing AI
::: Medivacs can heal two targets at once

Wraith
- Tomahawk Power Cells
::: Wraiths start with +100 energy
- Displacement Field
::: Wraiths evade 20% of attacks when cloaked

Viking
- Ripwave Missiles
::: Viking missiles do area damage
- Phobos-Class Weapons System
::: Vikings gain +2 missile range
::: Vikings gain +1 cannon range

Banshee
- Cross-Spectrum Dampeners
::: Banshees can remain cloaked for twice as long
- Shockwave Missile Battery
::: Banshee attack fires multiple missiles in a line

Battlecruiser
- Missile Pods
::: Grants the Missile Pods ability
::: Effect: Does area damage to air targets
- Defensive Matrix
::: Grants the Defensive Matrix ability
::: Effect: Absorbs 200 damage before failing


DOMINION
+ Show Spoiler +

Ghost
- Ocular Implants
::: Ghosts gain +2 range
::: Ghosts gain +3 sight radius
- Crius Suit
::: Cloak no longer requires energy

Spectre
- Psionic Lash
::: Grants the Psionic Lash ability
::: Effect: Does 200 damage to target unit
- Nyx-Class Cloaking Module
::: Cloak no longer requires energy

Thor
- 330mm Barrage Cannon
::: Improved bombardment cannon
::: Effect: Deals massive area damage; stuns central targets
- Immortality Protocol
::: Grants the Immortality Protocol ability
::: Effect: Destroyed Thors can be reactivated in the field

JiYan
Profile Blog Joined February 2009
United States3668 Posts
July 28 2010 20:55 GMT
#2
wow thanks for this
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
July 28 2010 21:04 GMT
#3
very nice, thank you very much!
Marradron
Profile Blog Joined January 2009
Netherlands1586 Posts
July 28 2010 21:08 GMT
#4
You're missing the spectre ones.

Perma cloack. But dont remember the other
socal50
Profile Joined July 2010
United States93 Posts
July 28 2010 21:15 GMT
#5
On July 29 2010 06:08 Marradron wrote:
You're missing the spectre ones.

Perma cloack. But dont remember the other

its because that mission + Show Spoiler +
you had to choose between helping tosh or helping nova
, so no info on spectre. thats where everyone else comes in for things like this
itsben
Profile Joined July 2010
435 Posts
July 28 2010 21:18 GMT
#6
Thanks for the list. Does stim pack only affect marines or does it give it to maruaders also? Seems wierd that only marines would get it.
socal50
Profile Joined July 2010
United States93 Posts
July 28 2010 21:21 GMT
#7
On July 29 2010 06:18 itsben wrote:
Thanks for the list. Does stim pack only affect marines or does it give it to maruaders also? Seems wierd that only marines would get it.

just marines, no to firebats and marauders
sushiman
Profile Joined September 2003
Sweden2691 Posts
July 28 2010 22:00 GMT
#8
Spectre got a 200dmg attack that drains all energy iirc. Never used it though, so not sure about energy requirements.
1000 at least.
Volshok
Profile Joined August 2008
United States349 Posts
July 28 2010 22:00 GMT
#9
You also lack the Thor.

330 Cannons and whatever their reconstruction this is called.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123657
socal50
Profile Joined July 2010
United States93 Posts
July 29 2010 11:01 GMT
#10
k, added banshee, battlecruiser, and thor
just missing the ones for spectres, if someone wants to add the info for that entry
SBelmont
Profile Joined August 2008
United States122 Posts
Last Edited: 2010-07-29 12:58:07
July 29 2010 12:57 GMT
#11
The second Spectre ability is a 200 damage attack that drains all energy. I'm not sure if it has a minimum energy cost as I haven't bought it.

Edit: Someone posted this already, fail reading on my part.
NETRAT
Profile Joined July 2010
Belarus180 Posts
Last Edited: 2010-07-29 13:08:08
July 29 2010 13:06 GMT
#12
for spectres its an ability that deals 200 dmg in cost of 100(?) energy, dont remember the name and second is perma-cloak, the same as for ghosts, to me +2 range and +3 sight seems more viable than this besides i didn't like Tosh anyways)
Krowser
Profile Joined August 2007
Canada788 Posts
July 29 2010 15:45 GMT
#13
Are the SCV upgrades worth it? The multi building one could be really neat but I know I can survive without it.

What about the repair upgrade?
D3 and Pho, the way to go. http://www.teamliquid.net/forum/viewmessage.php?topic_id=340709
n3mo
Profile Joined May 2010
United States298 Posts
July 29 2010 15:59 GMT
#14
yo, i had started a list too, but yours is more complete. i have some prices on them, you might want to add those, as well as the prices for the other ones i don't have.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=139371
My hatred for [banelings] is way greater than my compassion
Carnac
Profile Blog Joined December 2003
Germany / USA16648 Posts
Last Edited: 2010-07-29 16:12:54
July 29 2010 16:03 GMT
#15
I have only played 7 missions so far, I was wondering how many credits you get in relation to how much you can spend? Like how much should I be saving for later
ModeratorHi! I'm a .signature *virus*! Copy me into your ~/.signature to help me spread!
n3mo
Profile Joined May 2010
United States298 Posts
July 29 2010 16:41 GMT
#16
all the missions i've played so far, if i remember correctly, net you between 100k and 150k, depending on the mission. upgrades range from 40k for cheap ones to 100k+ for the powerful ones. mercenaries cost around 40k i think, depending on which one.
My hatred for [banelings] is way greater than my compassion
meatfortress
Profile Joined July 2010
5 Posts
Last Edited: 2010-08-08 08:28:35
July 29 2010 20:09 GMT
#17
this has been bothering me. does anyone know if the Reaper's G-4 Clusterbomb can be used multiple times? (if there's energy that has to be regenerated, etc)

EDIT:
to answer my own question, reaper clusterbombs can be used multiple times. no energy involved. it just has a cooldown of 60/90 seconds. i forget the exact cooldown amount
meatfortress
Profile Joined July 2010
5 Posts
Last Edited: 2010-08-08 08:27:29
July 29 2010 22:14 GMT
#18
Carnac: i missed a couple of credits and i'm 27% into the campaign. i've purchased 33% (13 out of 40) of the upgrades (along with every mercenary available). unless the credit flow stops and i go through several missions without getting paid, i'm pretty sure i'll be able to purchase everything (or close to everything) by the end of the campaign.
i also hit up search engines and did research to see if credit was used for anything else and i couldn't find any information on it, so i think it's safe to assume that you can waste credit wherever you want in this game without worrying about a huge repercussion


EDIT: NOPE! nevermind! you can only purchase so many upgrades with each campaign. but best to purchase them asap so you can have access to them asap. otherwise, you're sitting on credits for no reason. and if you decide to go back to a mission, you can't use the upgrades that you didn't purchase before that mission

socal50: here's the spectre info verbatim (minus the storyline description):

+ Show Spoiler +
Spectre
- Psionic Lash
::: Grants the Psionic Lash ability.
::: Effect: Does 200 damage to target unit
- Nyx-Class Cloaking Module
::: Cloak no longer requires energy.

not sure on costs since i already purchased both
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